It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
v2.1 Patch Notes

Hey wizards,

We've just released a brand new patch to Fictorum! This one was primarily focused on performance and quality of life fixes, but there's a bit of new content in there too.

Major Improvements

New accessories are available and can be unlocked
You can now unlock accessories based on the number of titles you've unlocked. We've also added in a few new ones, specifically one that we probably should've had at release.

The third person camera has been significantly improved

We've received a bunch of feedback on our third person camera and we've worked hard to improve this. It's now faster, adjusts better to the environment, and will do it's darnedest to stay out of the way of your current spell. In addition, we've nixed our adjustable indoor boom and now use indoor transparency tracking—meaning your camera boom length will no longer need to adjust when entering houses.

A new statistics window has been added to the main menu

We wanted to provide you with more about your progress in the game and a tool to assist you with getting some of the more difficult achievements unlocked (like Master Modifier and Master Wizard). So we created this new statistics screen that shows the number of playthroughs, victories, losses, spell usage, and rune usage!

Enhancements

- Upgraded our Unreal Engine version from 4.18 to 4.25
- Falling deep enough into the miasma will teleport player back to a safe position on lower difficulties
- Spellblade and Blink Strike can now be charged. Damage will scale from 33% damage to 100% damage over 2s.
- Concentrate will now reduce area and collision radius
- The hard cap for damage taken from mana has been increased from 75% to 100%
- Stat descriptions have been added to the character details
- Roller spells (e.g. Tremor, Fire Wave, and Gust) velocity will be boosted by 50% of player forward speed
- All standard projectile spells have a minimum velocity clamp of 125% of the player's forward velocity
- Doombolt's damage has been doubled
- Flamethrower has been reworked and is significantly better
- Aspirant channeling spells have been nerfed
- Successive, rapid hits of rubble damage are ignored
- It is now much more obvious when on map locations when the Inquisition will arrive
- Flash's Thunderhead Arrows will now be slightly slower have less Spread applied
- Previous/next spell can now be bound to hotkeys
- Tooltips will appear for starting title buttons while using gamepad
- Sell cost will appear for equipped items on equipment comparisons
- Game mode tooltips will now have more information
- New items and affixes have been added that will affect arcane bonus damage
- A backup of the settings file will be created upon opening the main menu and loaded if there are issues with the primary save.
- Discord button has been added to the main menu
- Passives will now display on the Character Details panel
- Storm runes will now provide a significant bonus to maximum range
- Familiars and Sentinels will now shoot at quest targets
- Initial mana costs have been lowered by 50% for channeling spells
- Loading in between levels will have better fade in/fade out and more consistent load progress
- Extra clarity added and action required for Delete All Starting Titles
- Forsaken archers will have less seek applied to their Eldritch Blasts
- Familiars cast times will now scale with familiar rune strength
- Touching enemy shields (Talisman and Phalanx) will no longer yeet the player off the map
- The Bulwark starting title has been reworked
- Rising Shadow's cooldown has been reduced 7->5 seconds
- Burrow's channeling cost has been reduced from 60->25 mana/sec
- The opening splash screen has been removed
- Sparkwhip will no longer launch bosses and will only launch champions under 50% health
- Eldritch Blast's description provides more useful information about the spell
- It's no longer possible to make spell radii too small to deal radial damage
- Storm has a higher spawn weight at the center
- Targeting opacity can now be adjusted from game settings
- Storms have a faster cast frequency and a ludicrously high maximum input (have fun!)
- Events will no longer occur within the same chapter
- The event tooltip will display that the final battle will have the inquisition legion
- The game will be saved after selecting all rewards from an event
- Channeling sentinels with annihilator beam have an easier time aiming at sentinel towers
- First reachable chapter locations will now always be unavoidable combat
- Destroying a house with items inside will now give full disenchant essence amount
- The blizzard event has been tweaked for clarity
- Annihilator Beam's VFX have been improved
- Sentinels are now immune to self harm

Bug Fixes

- Cast actors + non-offensive spells will work properly
- Fixed a bug that would cause softcore players to enter a soft game lock when dying from an event
- Fixed a bug that would cause defense goals to still show in clairvoyance after completing the location's quest
- Canthick's miasma has been lowered
- Hidden chests will no longer spawn empty
- Fixed a bug that would cause a strong character rotation offset if the player was knocked down while flying
- Fixed some oddly rotated decorations in town halls
- Cyclone, skull grenade, and arcing ball's visual effects will properly scale with collision radius
- Fixed a bug that would occasionally cause enemy weapons, bows, and shields to float in midair after death
- The shaping triangle UI will now properly update visuals for all spell schools
- Most instances of floating objects remaining after destruction will no longer happen
- Fire Beam sound effect volume has been increased
- Fixed a bug that would cause fall damage if landing while shaping, slowed, or regenerating mana
- World map music will fade out when killed by an event
- The Fictorum's head will no longer be visible through the helmet of shame
- Destroyed doors no longer have stone-like visual effect
- The inventory can no longer be opened while traveling to a new world location
- Sentinels, Familiars, and Storms no longer care about draw time for arrows, airblades, and windshots
- Fixed a bug that would prevent the Grand Inquisitor from floating in phase 2
- Fixed a bug that would cause certain bosses to permanently aggro a sentinel or familiar if it was cast fast enough
- Fixed a casting lock that could occur when casting certain spells after Rising Shadow
- Incendium will properly delay its explosion after a chain reaction
- Invigorate's visual effects will show properly and the animation has been improved
- Fixed a bug that would prevent removal of items
- Fixed a bug that would prevent the inventory background from fading on the world map
- Burrow will no longer lock jumping if cancelled before hitting the ground
- Fire manifestations will properly despawn
- Rintara's Battleground and the tutorial has had some landscaping done to fill holes
- Pressing the directional keys on the map will no longer switch spells
- Storm and Chaos will now properly work together
- Fixed several issues with Blink Strike
- Fixed a bug that would occasionally load the wrong spell slot icons on the world map
- Fixed a bug that would prevent some items from being sold or disenchanted
- Fixed a bug that would occasionally cause projectile shields block friendly spells
- Spells should no longer block the third person camera
- The poorly scaled fullscreen issue has been resolved (we think)
- Projectile spell VFX and meshes (like spears) will properly scale with collision radii when cast from NPCs
- Sparkwhip's lasso effects will properly stop on landing
- Mastery achievements, Master Modifier, and Master Wizard will properly trigger once achieved
- Trees move more predictably when receiving hits and while falling
- Gamepad focus has been improved across all interfaces
- Using gamepad shoulder buttons to change spell on the world map will work better
- Javelin and arrow have had their collision radii reduced
Post edited April 21, 2021 by ScrapingBottom
Hope someday you can implement something like a female mage ^^ this would be great. thx for your good work.
v2.2

Major Changes

New Runes


-Blood
Damage is vastly increased, but health will be used instead of mana to power the spell

-Stamina
Damage is vastly reduced, but stamina will be used instead of mana to power the spell

-Drain
A portion of spell damage is leeched as energy

-Implosion
Deals a percentage of radial damage every .1s

-Doom
Spell is automatically cast when you kill someone, but can no longer be directly cast

-Wrath
Spell is automatically cast upon hitting an enemy, but can no longer be directly cast

-Pain
Spell is automatically cast upon being hit, but can no longer be directly cast

-Fury
Spell is automatically cast along with any other spell, but this one can no longer be directly cast

Runeset Changes


Multiple runes of the same type are now allowed in the same runeset! Ever wanted to have 50 multishot fireballs? Well, now you can!

Minor Enhancements
-If a spell collision radius is larger than spell radius, the spell radius will be increased to the collision radius
-Fixed a bug that would occasionally prevent certain destructibles from going transparent when in front of the camera
-Cull distances for castle walls have been increased
-Airwing will now have wings
-Fixed a bug on the main menu that prevented character colors and inventory from loading properly
-Massive runes will now affect Downvote
-Fixed a bug with dash that would occasionally cause unlimited flight
-Rune mana cost is now applied based on the amount shaped (initial rune power for base cost and current shaping amount for channeling)
-The tutorial is now skippable and, once skipped, opens a quick tips screen showing the key features of the game
-The time between key presses to toggle flight/vault has been reduced from <=.5s to <=.2s
-Added a Toggle Flight hotkey
-Dash has been overhauled to have better aiming, better animation, and smoother movement
-Incendium's mana cost has been reduced 20-->13
-Rune negative values will no longer roll beyond the maximum negative amount
-Added a Purge History button in the developer menu which will erase the character history in order to reduce load time
-Magic, Rare, and Unique runes have smaller, more appropriate stat ranges, making them more consistent
-Chain rune strength increases will now diminish the damage loss for chain reactions
-Trap runes are now compatible with projectile spells
-Nova runes are now compatible with projectile spells
-A new perk is available for selection
-The ending credits can now be skipped
-Automatically generated runesets will now pick runes of the same type as a last resort
-The reduced channeling cost grace period for projectile and area spells has been reduced from .5s --> .2s
-The grace period of draining health once mana has been depleted has been reduced .5s --> .25s
-Walking momentum is kept when flight is toggled and vice versa
-Concentrate, Efficiency, Magic's Reach, Bounce, and Massive runes have been rebalanced
-Base elemental projectiles created by Chaos, Order, and Spiral will now include damage bonuses
-Spell slots will visually update when they can and can't cast be cast
-You can no longer equip/unequip an item that would reduce your health or mana to 0
-There is now no maximum essence cost for disenchanting and purchasing items

Bug Fixes

-Fixed a bug that would prevent movement while in observer mode
-Fixed a bug that would cause enemy weapons to float in mid-air if their wielder was killed mid-swing
-Cancelling Spellblade no longer spawns a persistent glow
-Fixed a bug for the Bulwark that would cause Sentinel runes to increase channeling cost
-Fixed a bug that would prevent clairvoyance during the Brazmek boss fight
-The playthrough statistics screen will now show value ranges for magical-unique runes
-Map location focusing on the world map with gamepad has been significantly improved
-The fictorum is no longer invisible after toggling observer mode while using the first person camera
-Inventory camera transition has been slightly improved
-Reward choices now have a substantially lower chance of spawning exactly the same item
-Fixed a bug that could cause inconsistent event selection behavior when overlapping the inquisition legion
-The cast animations for Candy Cane and Snowball have been improved
-Fixed a bug that would clear falling lateral friction and flying breaking deceleration after flying
-Familiars and Sentinels will now properly target summoned shamblers
-Fixed a rare bug that could cause a crash when destroying a physics-simulated piece of loot or furniture
-Chlorobeam no longer knocks down trees
-Fixed a bug that would prevent Echo runes from working with Area spells
-Familiars can no longer affect the player with their spells
-Fixed a bug that could cause staircases within castle structures to float in midair
-Chaos on Chlorobeam will no longer only hit the ground in front of the player
-Fixed a rare bug with the enchantment window that could cause spellcasting to be locked
-Projectile rune interactions have been standardized for Pierce, Bounce, Trap, Chain, and Echo
-Adds will now spawn with the proper material during the balmur fight
-Sentinels will now properly fire roller projectiles (Fire Wave, Tremor, etc.)
-Fixed a bug that would prevent Master Modifier from triggering
-Fixed a bug that could cause bosses to permanently target a sentinel or familiar
-Fixed a bug that would show improper mana values when a penalty to mana was applied from a passive
Post edited May 01, 2022 by ScrapingBottom